#ifdef GL_ES
#define LOWP lowp
#define MED mediump
precision lowp float;
#else
#define MED
#define LOWP  
#endif

uniform sampler2D u_texture0;
uniform sampler2D u_texture1;
varying MED vec2 v_texCoords;
varying MED vec4 v_screenCoords;
const vec3 ambient = vec3(0.1,0.1,0.1); 

void main()
{   
	
  vec4 light = texture2DProj(u_texture1, v_screenCoords);
  vec3 text = texture2D(u_texture0, v_texCoords).rgb;  
  gl_FragColor.rgb =  (ambient + light.rgb) * text + vec3(light.a);
}